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Random Chat / Re: The Thread of Excessive Rage
« on: November 12, 2020, 07:39:53 PM »
Absolutely fucking ridiculous. How fucking retarded has this world become. Seriously.
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On one hand, sure, you can dodge in real-time, but on the other hand it still feels like if the game wants to hit you with an attack, it'll hit you.
Did I mention that you're vulnerable during this wind-up animation? I've had enemies come from off-camera and start wailing on Cloud during the animation, shaving off hundreds of health points during an unskippable animation that locks him firmly in place.Here's a good tip for yah bud. I thought the animations were unskippable too, but, if you do it a certain way, its fully skippable. I made a video for you to check it out.
Healing spells follow three distinct steps: playing the animation, removing MP, and restoring HP. The problem is that there's a surprisingly long gap between when the game removes MP and restores HP (feels like around half a second). If you die between those two events, the game will take your MP without restoring your health. Really nice given how much smaller the MP pools are now.
The player that is being controlled is typically prioritized. If you want to take direct control over Aerith to reposition her and take a few specific actions, odds are within a few seconds every enemy you're fighting will immediately come running at her, completely ignoring the ex-SOLDIER and his giant fuck-off sword and the big burly dude with the gun arm that have been wailing on them for the past three minutes. As a result, you're largely dependent on remote-controlling characters. The problem with that is that the ATB gauge fills up much slower when you aren't actively playing as a certain character, so have fun trying to make the most out of that bizarre combination of mechanics.
The game gets really stun-happy around the 12-16 hour mark. Stuns are pretty much what you'd expect: temporary debuffs that completely prevent you from moving. The problem with them is two-fold. First of all, the stun debuff is never shown on your character panel ("am I stunned for a quarter of a second or five seconds?"). Second, too many enemies can do it, and too often.Agreed, a HUGE pain in the ass. I fuckin' hate it too. But, easy way around that; Just switch to a different character for the duration. Once I get a stun on a character, immediately switch, then the stunned character will be ignored to an extent by monsters, because as we already know, enemies prioritize the character we're currently controlling.
The stun situation gets worse when you consider the baked wind-up and attack animations that your character performs. If you select a move and then suddenly the game drops a stun AoE on your head, you get instantly stunned. My favorite situation is when you get stunned, then they immediately follow it up with sleep and poison. Good times.Again, the L2/R2 commands help out a lot with this.
The game is also like Monster Hunter in that if you're attacking an enemy and the person you're attacking takes a swing at you in mid-combo, your combo breaks.Yeah, hate it when shit like that happens. But, they've made it all about timing. I'm highly used to using cloud now, to where I can pull off good sword combo hits, then counter the enemies attack and continue my swinging, pressure then stagger them.
To add to the above, enemy combos are completely unbreakable. You can't even hold block in mid-combo to shave off some damage. If they connect once, you're getting hit by everything that follows. Considering enemies can break your combo whenever they want by starting a combo of their own, this becomes especially problematic.Noooooo, not true bud! You can easily break enemies combos. Lets say you're stuck in an enemy combo with Cloud; Once I get stuck in one, I immediately switch to a different character (Barret for instance) and unload on the monster preforming the combo. There's been many times where they caught me in a combo, I switched, unloaded and got them into "pressured" state, interrupting their combo. From there, pop high pressure build commands, get them in staggered, GG.
On top of that, there's no rhyme or reason regarding which attacks can be blocked or dodged, and the only way of knowing is to get hit. I've seen plenty of cases where Cloud was able to block a massive attack from a giant monster, yet a normal-looking attack from a human-sized enemy would break his block (and lock him into a combo, naturally). Similarly, there are more cases than I can count of Cloud getting hit despite being noticeably outside of the range of an AoE attack. Again, if the game wants you to take damage, you're going to take damage. Period.Again, cloud has his 100% counter blocking. Once the enemy lands a hit, he blocks, counter hits and opens the enemy up to more punishment. At first I never used it, but after getting used to it, it's absolutely ESSENTIAL to use that counter-stance whenever you're fighting. It makes things SO much easier.